***Stop it with the art.. >_>***
Critical strike = deals 2x the damage of the move
---this is something so not well thought of.
2x the power seems so game changing..
Imagine engiron's legendary power against another legendary power [hallucination]
we all know that it's just a matter of who hits first right?
If engiron A hits engiron B first, and procs it's extra effect (+1 point to ALL stats)
Enemy B sends out a wail axotogol
engiron will have a hard time to defeat it of course,
Engiron A used legendary power on axotogol B
The damage is 200
Then right at that moment, it crit., so the axotogol (who usually have very low HP pools for a wall)
The damage dealt is 400 instead of 200 because it crit.
Gets defeated with 1 move.
My formula--
Critical strike = deals 2x the damage of the move
---this is something so not well thought of.
2x the power seems so game changing..
Imagine engiron's legendary power against another legendary power [hallucination]
we all know that it's just a matter of who hits first right?
If engiron A hits engiron B first, and procs it's extra effect (+1 point to ALL stats)
Enemy B sends out a wail axotogol
engiron will have a hard time to defeat it of course,
Engiron A used legendary power on axotogol B
The damage is 200
Then right at that moment, it crit., so the axotogol (who usually have very low HP pools for a wall)
The damage dealt is 400 instead of 200 because it crit.
Gets defeated with 1 move.
My formula--
Quote: Base damage*0.60 = additional damage dealtexample--
Quote: (highest base damage is can think of) 500*0.60 = 300this means that the total damage is 800 instead of 1000
Quote:overall, i think that 0.60 is the most balanced multiplier because it is balancely high and is higher than 50% of the damage dealt. {rather than 100%addition} this still gives a chance to deal TONS OF DAMAGE while the enemy is still able to defend themselves rather than just fainting in vainThank you for taking your time reading this, i hope this effort that i put onto this thread will be noticed by mods, platers, or even cefurkan. Feel free to comment or give constructive criticsms, i do accept them if it's for the developement of this idea.
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2012-12-29, 11:25 AM
I came to support, Shoe Port, in my words.
Crit ain't good without Gangplank's Parrley popping your ace off with the on-hit effects!
But 6% more is good. Good.
Crit ain't good without Gangplank's Parrley popping your ace off with the on-hit effects!
But 6% more is good. Good.
Constantly dying yet never dead
2012-12-29, 11:28 AM
Wouldn't you mean "Base damage*1.60 = damage done"?
Or I could be reading it wrong. Either way, you have a very good point. Critical hits are pretty crazy-destructive. How common are they, though? Is that percentage floating around here somewhere? Depending on their occurrence rate, I could see the reduction in damage done on a crit as feasible.
If they occur 10% of the time, then the damage should be toned down as you suggest.
If they occur 5% of the time, I would say reduce the extra damage to 80%, because they're not all that common but 1/20 chance to deal double damage is still pretty harsh.
If they occur less than 5%, I'd say leave it as is. Chances are against a critical hit - but at the same time, a CRIT is sometimes the only thing that can end a stalemate between to walls.
Or I could be reading it wrong. Either way, you have a very good point. Critical hits are pretty crazy-destructive. How common are they, though? Is that percentage floating around here somewhere? Depending on their occurrence rate, I could see the reduction in damage done on a crit as feasible.
If they occur 10% of the time, then the damage should be toned down as you suggest.
If they occur 5% of the time, I would say reduce the extra damage to 80%, because they're not all that common but 1/20 chance to deal double damage is still pretty harsh.
If they occur less than 5%, I'd say leave it as is. Chances are against a critical hit - but at the same time, a CRIT is sometimes the only thing that can end a stalemate between to walls.
(2012-12-29, 11:25 AM)Rock127 Wrote: I came to support, Shoe Port, in my words.60%(0.6) not 6%(0.06)
Crit ain't good without Gangplank's Parrley popping your ace off with the on-hit effects!
But 6% more is good. Good.
(2012-12-29, 11:28 AM)Henrie Wrote: Wouldn't you mean "Base damage*1.60 = damage done"?IMO, crits are HARSH they oftenly are seen in PVPs. One can not end a PvP without crits! 0.6 = 60%
Or I could be reading it wrong. Either way, you have a very good point. Critical hits are pretty crazy-destructive. How common are they, though? Is that percentage floating around here somewhere? Depending on their occurrence rate, I could see the reduction in damage done on a crit as feasible.
If they occur 10% of the time, then the damage should be toned down as you suggest.
If they occur 5% of the time, I would say reduce the extra damage to 80%, because they're not all that common but 1/20 chance to deal double damage is still pretty harsh.
If they occur less than 5%, I'd say leave it as is. Chances are against a critical hit - but at the same time, a CRIT is sometimes the only thing that can end a stalemate between to walls.
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2012-12-29, 11:32 AM
(2012-12-29, 11:28 AM)fjkulit Wrote:Fine then, have it sixty! jk t'was an error at my hand.(2012-12-29, 11:25 AM)Rock127 Wrote: I came to support, Shoe Port, in my words.
Crit ain't good without Gangplank's Parrley popping your ace off with the on-hit effects!
But 6% more is good. Good.
60%(0.6) not 6%(0.06)
Some moves have high Crit chance, some moves INCREASE Crit chance... so, maybe 60% is a good place to start.
Constantly dying yet never dead
2012-12-29, 11:38 AM
I'm surprised that no one complained on the first line >_>
is the spoiler working?
is the spoiler working?
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2012-12-29, 11:45 AM
IMO all spoiler tags fail... It fails on me, sometimes even my own spoiler tag denies itself to be opened. It fails a lot
Or, is it with our area? I've heard Lolzin say that he sees my spoiler tag, yet I don't see my own.
Or, is it with our area? I've heard Lolzin say that he sees my spoiler tag, yet I don't see my own.
Constantly dying yet never dead
2012-12-29, 03:57 PM
i like double damage as critical hit because it sounds stable....we don't want it to do 50x damage instead, do we?
2012-12-29, 05:37 PM
(This post was last modified: 2012-12-29, 05:39 PM by SparrowHawk.)
What's a plater?
Also, I don't really see much of any critical hits unless the critical stat is changed. Moves, critical pills, and critical drugs can change it for bigger attacks.
Add some accuracy to that and you're done Even though they still don't hit 100%.
It currently starts at 4%. That's the chance we have in battle, without adding on to it. Critical Pills double it, making 8%. Critical drugs (bigger than pills) quadruple it
This is just current information about critical chance.
Also, what is "Leggo change how crit works" ?
Also, I don't really see much of any critical hits unless the critical stat is changed. Moves, critical pills, and critical drugs can change it for bigger attacks.
Add some accuracy to that and you're done Even though they still don't hit 100%.
It currently starts at 4%. That's the chance we have in battle, without adding on to it. Critical Pills double it, making 8%. Critical drugs (bigger than pills) quadruple it
This is just current information about critical chance.
Also, what is "Leggo change how crit works" ?
2012-12-30, 01:34 AM
leggo change how crit works = let's go change how crit works
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2012-12-30, 02:54 AM
what is your suggestion here i don't understand ?
and critical hit chances are
default 4%
1 : 8%
2 : 16%
3 : 32%
4: 64%
5+ : 100%
and critical hit chances are
default 4%
1 : 8%
2 : 16%
3 : 32%
4: 64%
5+ : 100%
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2012-12-30, 03:24 AM
the one i am changing is the additional DAMAGE you will deal when you proc the crit..
an additional 100% damage when it crits is far too game changing, and may even lead to the loss of the whole team. therefore, I ask that it is to be changed into 60% additional bonus damage instead of the current 100% (or double damage)
not that you've mention it.. 5 points in crits is equivalent to 100% crit chance? that is quite.. harsh maybe
an additional 100% damage when it crits is far too game changing, and may even lead to the loss of the whole team. therefore, I ask that it is to be changed into 60% additional bonus damage instead of the current 100% (or double damage)
not that you've mention it.. 5 points in crits is equivalent to 100% crit chance? that is quite.. harsh maybe
- 4%
- 10%
- 16%
- 20%
- 25%
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2012-12-30, 04:16 AM
this is the first time after a few months that i wrote something this long here :/
proc-to activate- usually for extra effects such as legendary power's buff, crit. etc. etc.
proc-to activate- usually for extra effects such as legendary power's buff, crit. etc. etc.
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2012-12-30, 03:42 PM
notice these wall o texts
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i think we can reduce additional damage to to 50%
what do you say ?
what do you say ?
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2012-12-30, 04:23 PM
i still say we should keep the critical hit ratio we have now...
2012-12-30, 05:45 PM
crit damage can be %150 but this time Crit chance should be increase to %10
2012-12-30, 08:43 PM
(2012-12-30, 05:45 PM)DiableJambe Wrote: crit damage can be %150 but this time Crit chance should be increase to %10I sort of agree with this.
After looking through several attacks, I find there are quite a few that are going to make a critical hit 30% of the time without a boost. So, I think critical hits will be more common. 10% base critical hit rate is high, though.
Maybe
default 5%
1 : 10%
2 : 20%
3 : 30%
4: 50%
5+ : 100%
Everyone will be hitting for critical damage, which makes me giggle. xD I'm assuming that giving your monster a critical hit hold item puts them a Level 1 Critical hit, yes? So, if that's the strategy a player wants to use, wheee~! (Can you imagine how expensive a level 5 Crit Attack hold item would cost? Wheeeew, expeeeeensive~!)
2012-12-30, 09:32 PM
(This post was last modified: 2012-12-30, 09:37 PM by SparrowHawk.)
Either way, 5 = 100% and might as well not change it ._.
Why not change the total (5) Critical Chance to 80%, leaving a 20% chance of missing.
o-o
Why not change the total (5) Critical Chance to 80%, leaving a 20% chance of missing.
o-o
2012-12-30, 10:11 PM
(2012-12-30, 09:32 PM)SparrowHawk Wrote: Either way, 5 = 100% and might as well not change it ._.Funny you should mention "missing". Evasion is a huge part of the metagame here. Very few attacks are 100% accurate. A good number of them only hit half the time. Maybe that's something we should remember? c:
Why not change the total (5) Critical Chance to 80%, leaving a 20% chance of missing.
o-o
An attack crits every time it hits, but only hit's half of the time, so all the critical hit rates may as well be halved.
2012-12-30, 10:34 PM
(2012-12-30, 10:11 PM)Henrie Wrote:Yea, I mentioned accuracy earlier.(2012-12-30, 09:32 PM)SparrowHawk Wrote: Either way, 5 = 100% and might as well not change it ._.
Why not change the total (5) Critical Chance to 80%, leaving a 20% chance of missing.
o-o
Funny you should mention "missing". Evasion is a huge part of the metagame here. Very few attacks are 100% accurate. A good number of them only hit half the time. Maybe that's something we should remember? c:
An attack crits every time it hits, but only hit's half of the time, so all the critical hit rates may as well be halved.
Evasion, Accuracy, and whoever hits first.
Even with that, critical shouldn't be changed o-o
2012-12-31, 02:53 AM
60% boost would be viable-- 50% is still low for a crit
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